Clerics and Druids draw their power and spells from a different source than Mages, so it seems a little unfair that they have to spend the same fatigue points on them.
By way of example, an hour of hiking unencumbered uses a fatigue point. Many spells use three or four fatigue in a few seconds for a single casting.
Dungeon Fantasy 1, anticipating my post here, makes a large hunk of spells off-limits to Mages. This is not the first thing I noticed about the DF series that makes GURPS more like AD&D.
To think; I was trying to figure it out on my own.
It also occurs that DF is ALSO the conversion of Warhammer Fantasy Roleplay for the game mechanics side. All I really need to do is make the racial templates, and I have a decent pack of them already.
The 250 point templates in Dungeon Fantasy baffle me a bit. The stats are VERY high and a couple of skills are way high, but they're very inefficiently made. I have a couple of characters for a fantasy setting at 150 that are better at the job, except for melee combat.
I'm less hack and slash than they are, I guess.
Some of the starting career classes in WFRP 1e might be 50 point characters in GURPS 4e! Lots of normies in that list.
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